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Blog post #3Zakharn 2017-11-08 12:51:05
We have bad news and good news. The bad one is that we are moving Early Access release date to 29.11.2017. This was last minute desicion, we are deeply sorry that we are letting you know so late. We don't think the current build is up to our standards and we want to spend a little more time polishing it.
The good news is that we will be updating Demo version in a week on 15.11. In updated Demo we will unlock talents, so you will be able to check them out. We will also unlock one of the villages for you to explore and do some quests. Besides that updated Demo will contain lots of bugfixes and balance changes.
We still have several Demo keys left, if you didn't get one you can contact us. It's the last chance to try out Realms of Magic for free :)2 comments
Blog post #2omadan 2017-10-03 14:16:32
I just want to drop a few lines to let you all know what's happening in our studio. For the major part of September we've been really busy, so there was no time for writing new updates. However, it paid off and we got two amazing pieces of news for you.
First of all, we are taking part in PGA, which stands for Poznań Game Arena, the biggest gaming event in Poland. We will have our own stand where you will have the chance to play our game for the first time! Go and check their website and get your entry tickets right away! http://www.gamearena.pl/en/
The second news is even more thrilling. We are finally getting Realms of Magic ready for Early Access. It will still take us two weeks more than we planned, but it's worth the effort. We hope that 8th October 2017 will be the final date of our release, so be ready when this time comes. Stay tuned for our PGA update!
Blog post #1Zakharn 2017-09-04 13:45:26
In this update we will go over what we are planning to do before release. Similar to the last two updates, we will split it into two parts, this week we will focus on programming and next week we will talk about design.
Manwe has three tasks planned. The first one is improving Artificial Intelligence which consists of two parts. The first part of AI improvements is movement - we need to teach NPCs how to use platforms, open doors, jump when necessary and stop falling from the cliffs. The second part is teaching them how to better use combat skills and spells. After working on AI he will move to cave generation. Kurigalzu already implemented basic cave generation system, but we still need to improve some things like generation of cave entrances and interior generation - placing objects, creatures and NPCs. The last task is the one he is currently working on - optimization. He already rewritten lighting which lowered GPU usage and right now he will focus on optimizing CPU.
Vermox will be working mostly on GUI. Currently he is working on three parts of the interface related to combat: talents window, spellbook and the action bar. In talents window you are able to spend talents points in one of the several skill trees. After you learn new skills or spells they will appear in the spellbook, from which you will be able to move these skills/spells to the action bar in order to use them in combat. When combat related GUI is finished he will move to the last big part of the interface, the world map window, which will allow you to explore the world by travelling to different locations. After that, all that will be left to do are small tweaks to professions, Modder and GUI.
Kurigalzu is working on the combat system. We already have talent system and core mechanics for three skill trees: One-handed, Mobility and Defense. Right now he is finalizing these skill trees by integrating them with GUI and animations. After that he will implement Fire and Frost skill trees. We would also like to implement Archery skill tree but we are currently not sure if we will implement it in time before release. Except for talent related tasks he will be also working on implementing new creatures and their special attacks.
That’s all for today, see you next week!0 comments